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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Wichura on April 30, 2010, 06:54:00 am
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Right now only profession of Small Guns and Big Guns crafter requires three skills: SG/BG, Science and Repair. Combat skill is obvious here, Science - well, you need to make gunpowder, metal parts and alloys somehow, so it seems fine. But Repair?
Armorer profession requires only Repair skill at high level (180% for 3rd), and it also allows to fix stuff easily. 120% repair, required for 3rd level of SG/BG doesn't allow you to fix anything without high possibilty of failure. So I suggest to remove this skill from requirements for those two professions.
+ more preciousss skill points to put elsewhere
+ less crafting alts
+ more useful fighter&crafter chars
- it requires a good piece of hard work and may not be easy
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Agreed, repair is only useful at 200% and that is a huge investment, forcing the player to waste 120% into a useless skill is bad design.
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Good idea, I've just understood that when I made my first small gunner - it's useless, with 120% repair I was broking more often than I do success repair on them...
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So Repair'll be another skill in the row of barter, speech and gambling. ;)
People'll still make repair alts, it wouldn't change anything. :/
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+1
For now, if you want to play 1 char and be strong fighter + crafter the best way is energy: it takes only 1 tag-skill and requires not much sp to spend in it.
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For now, if you want to play 1 char and be strong fighter + crafter the best way is energy: it takes only 1 tag-skill and requires not much sp to spend in it.
Yeah, it's good but have in mind it's very hard to make MFC, and energy weapons need a lot of mats.
So Repair'll be another skill in the row of barter, speech and gambling. ;)
People'll still make repair alts, it wouldn't change anything. :/
Is it better to leave this as it is and order players to spent min. 120 points for almost useless skill?
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Repair isn't useless. The only characters who find it useless are Powerbuilds anyway.
The whole concept of an mmo is that there are players who support each other. One can be a fully skilled crafter with atleast a few fighting skills, who supports other players with armors/weapons/stuff. Other players maybe scouts, they look for enemies at towns, or for spies at their bases etc.
But now it's just: "Hm, I have a fully maxed out combat char. But I want weaponz and armorz! Ok, I just level up an alt so I can have all this stuff!"
And with this suggestion purely crafters will die even more out. No one'd be interested to make a crafter as a main character if Repair'll become so useless and just for repairing things.
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We said repair is useless at 120%, not that the skill itself is useless. It's just been made so hard to repair things effectively that a ton of points is necessary just to not suck at it.
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I can lvlup any crafter in a few hours without exp diminishing, so these problem will be partly gone when they turn it on again after improving the system.
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They better not, diminishing xp was one of the stupidest things ever done.
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i agree with the fact that 120% to repair is too little to fix anything so it should be either removed or increased (and having other skills decreased)
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You can not be a jack of all trades. 120% is too low if you ask me.
Either you go for a fully trained repairsmen with 200% and up, or you're doing just mediocre jobs at actually repairing something, but you know how to create the basic stuff you've been trained with (be it Energy Weapons, BG or SG etc)
To know how to repair something isn't just ... well to repair something, it's also basic knowledge of how the weapons/armors are build.
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shall we add profession check regarding repair items. For example repair a desert eagle should be a lot easier for lvl 1 small gun smith with 60 repair than lvl 2 amorer with 120 repair and vice versa. For generator and other things need repair skill a general rule should apply.
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exactly, the proffesions you take should give you a bonus of 40% to repairing the items your proffesion is for, so a lvl 3 small gunsmith gets a bonus of 120% whenever he tries to repair a small gun, whatcha think?
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How about add your skill in weapons to your repair skill when repairing it? Like you have small guns 150% and Repair 120% so your repair skill in fixing small guns is 150% + 120% = 270% , same with big guns and energy guns.
And armorer proffesion with 180% skill repair will be good in repairing armors.
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it's just that the repair skill will have to be nerfed if it is like that, i'm only lvl 13 and have 200 small guns skill and 120 repair skill...
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The best idea to solve repair skill is to make NPC Repairers, as someone proposed in another topic.
Then you just shouldn't have 200% repair or beg to repair ur gun in NCR but just go and pay for repair to npc.
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Even 120 repair + tool is enough to repair guns under 20% deterioration. It's just boring to repair your guns after every fight.
What should be done is to either remove repair requirement from profesion. Or grant repair give some bonuses in battle. Or fix our combat so that player's effectiveness isn't so dependent on 180 points invested in something else than combat related skill.
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maybe the higher repair skill the lower the chance that the gun will jam when shot and cost 1 extra AP to fire
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In my opinion, it's the requirements that repairing needs are unbalanced. They firstly should depend on WHAT are you trying to repair. It's supposed to be like that now, but I haven't seen it working... Now or you have 160+ or you shouldn't be touching stuff
First of all, you should be able to repair things you can craft. It's simple - if you can MADE IT FROM SCRATCH, then you know this thing in and out - you are able to repair it (a significant bonus to repair to everything that you can craft yourself). Or the basic reqirements for repairing items should be close to their craft requirements (at least for the simpler items).
The more complicated the item is - the more repair you should need. So if you need like 40 outdoorsman for a leather jacket, 40 repair should be enough for the first maintenance and about 60 + tool to have 95% of fixing it. Leather armor - 80-100, CLJ/LA mkII - 100-120 and so on. To the CA that needs about 180% to have a serious chance of doing something.
(like now)
The same with weapons. Shotguns? Oh c'mon, you should be a master at repairing shotguns at repair 60 (as you need 40 to MAKE one)
Repair is now a typical alt skill. I cannot call it otherwise than ridiculous that ma char with 120% repair, who is able to make the best metal armors and made about 20 Leather armors, cannot patch up a damn Leather Armor he made himself..............
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I agree that repair chances need a buff and removing repair from profession requirements is not the way to go.
How can you make a gun if you can't repair it? If you can craft it, there should be a large (+60?) bonus to repair this item. You should still have only 50/50 chance to repair your sniper rifle when it's 60% broken, but if you have 120 skill and it is about 20-40% broken then almost every try should succeed.
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In my opinion, it's the requirements that repairing needs are unbalanced. They firstly should depend on WHAT are you trying to repair. It's supposed to be like that now, but I haven't seen it working... Now or you have 160+ or you shouldn't be touching stuff
First of all, you should be able to repair things you can craft. It's simple - if you can MADE IT FROM SCRATCH, then you know this thing in and out - you are able to repair it (a significant bonus to repair to everything that you can craft yourself). Or the basic reqirements for repairing items should be close to their craft requirements (at least for the simpler items).
The more complicated the item is - the more repair you should need. So if you need like 40 outdoorsman for a leather jacket, 40 repair should be enough for the first maintenance and about 60 + tool to have 95% of fixing it. Leather armor - 80-100, CLJ/LA mkII - 100-120 and so on. To the CA that needs about 180% to have a serious chance of doing something.
(like now)
The same with weapons. Shotguns? Oh c'mon, you should be a master at repairing shotguns at repair 60 (as you need 40 to MAKE one)
Repair is now a typical alt skill. I cannot call it otherwise than ridiculous that ma char with 120% repair, who is able to make the best metal armors and made about 20 Leather armors, cannot patch up a damn Leather Armor he made himself..............
i think that can make the skill more balanced and usefull. also (like i suggest in another thread) to repair an item you have to use some materials. like 1 piece of junk for simple items, 1 piece of metal or 1 alloy for complex items, 1 hq metal or 1 hq alloy for high tech items.
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Remember that apart with making repair more useful, the plan was also make it less dump skill for alts and viable for fighters aswell. Simply making repair more effective at repairing won't make it any less alt-related skill. I'm all for making repair more useful overall, but you gotta keep in mind that 120-180 points invested elsewhere than combat skill has a weight on combat effectivity. Maybe some people don't realize this because they don't play balanced characters.
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Well if you could actual repair things with 120% it wouldn't be such a massive waste of points although you'd still have to tag it because adding 90 points to an untagged skill is still a huge investment and repair is more of a crafter alt skill due to it's relative uselessness. Why would you sacrifice combat skills for the ability to repair in a fight? It isn't that useful when you can just have a guy in base who's made to repair things properly fix everything before you head out, especially now when you can't even repair anything with the skill tagged. Same thing goes for science, 90% you can't do anything with. It's all just wasted points, but no where near as bad as demo expert.